Replication and UI Flow
- Local input produces intent. A drop may broadcast a subsystem delegate with transient UI objects.
- Project code extracts primitive request values and uses an owned Server RPC.
- Server code validates the request and calls the subsystem/manager.
- Component helpers mutate Entries and mark Fast Array items/array dirty. Some operations update carry weight separately.
- Unreal sends state according to the replicated owner's network settings.
- Client Fast Array receive hooks invoke component slot delegates.
- A bound frame creates, updates or removes the widget associated with SlotID. Item masters and soft presentation data are resolved locally.
Late Opening and Late Join
Frame construction reads GetInventory in addition to binding events. A widget opened after a replicated update can therefore display existing entries. A late-joining client's snapshot still depends on actor replication and available definition assets.
If the inventory arrives before the local database index is ready, an entry's master lookup can return null; the entry has no general database-ready retry. Gate UI initialization or provide a refresh after required registration completes.
Listen Server and Rejection
The authority instance does not receive its own Fast Array changes as client deltas. Native server mutations do not broadcast corresponding slot events, so local listen-server presentation needs an explicit snapshot refresh or maintained event implementation.
Frame visual prediction can hide a widget before server acceptance. If rejection leaves state unchanged, there may be no subsequent slot notification to undo it. Provide explicit request-result/rejection handling in project code and verify refresh behavior. This is separate from replication of authoritative inventory data.